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A bug-fix release for v0.1.1.
Fixes
- Tool errors now say what went wrong. Every failure used to reach the agent as
An error occurred invoking '...'with no reason. Now the message comes through — for examplemissing a value for the required parameter 'nodeIds',Call figma_get_node first, orNo Unity Editor is connected. - Paths from
unity_get_hierarchywork inunity_edit_prefab. Node paths are now relative to the prefab root (Header/Title), which is what edits expect. Before, they started with the root's name or with the asset path, so passing them to an edit failed withObject not found. - Hidden instances stay hidden. An instance of an existing prefab that is hidden in Figma is now inactive in the built prefab.
- Skills call the tools correctly.
update-prefabandinspect-diffno longer runfigma_get_node_namesin parallel withfigma_get_node, which failed because the node was not downloaded yet.build-prefabpassesnodeIdsas an array.
Improvements
figma_get_node_namestakesdepth. Nodes cut off at that depth showchildCountinstead ofchildren, and any node inside an already fetched node can be passed — no new download.build-prefabasks for three levels instead of the whole tree.unity_build_prefabreturnsAssetPath— where the prefab was saved.unity_edit_prefablists its real operations in the tool description:rect,img,text,hLayout,vLayout,grid,fitter,create,instantiate,delete,reparent,setActive.
Changed
- In the hierarchy returned by any tool, the root has no
Pathand its children's paths are relative to the root. The build response carries the saved location inAssetPathinstead of the root'sPath.
Update the Unity package and the MCP server together.
Install: https://github.com/chav0/UnityFigmaMCP.git?path=UnityFigmaMCPPackage#v0.1.2